Textures¶
A texture lays a real, raised surface structure (relief) onto a part — brickwork on a wall, say, or tiles on the roof. Everything is assigned in Step 6 · Extras; the relief only becomes a printed structure at export.
Print export only
The relief is computed into the model only at export — it's not a painted-on photo and not a color. In the 3D preview you see only a preview rendering of the surface. "None" means, in every category: smooth, no relief.
Where you assign textures¶
In Step 6 · Extras, open the "Textures / Surfaces" panel. Textures are assigned exclusively here.
- Panel toggle on — the selection appears (preset to "None"). At the same time the 3D preview's X-ray mode is switched off so the surface is visible.
- Panel toggle off — the texture selection for outer wall, roof and flooring is reset.
- The assignment works as an accordion: only one type is expanded at a time. The chosen tile is shown large in the right-hand column.
Categories¶
| Category | Applies to |
|---|---|
| Outer wall | All outer walls — globally or per floor (see below). |
| Roof | The roof faces. |
| Extensions | Only if extensions exist. A façade and a roof texture of its own per extension (see below). |
| Canopy | Only if a canopy exists. One texture for all canopies; uses the roof textures. |
| Chimneys | Only if a chimney exists. Uses the brick and stone wall textures. |
| Doors | Door leaves. |
| Room-by-room flooring | A separate floor texture per room and per terrace. |
Outer wall: global or per floor¶
By default one texture applies to all outer walls. With the "Per floor" toggle you assign each floor its own wall texture. A floor with no selection of its own stays smooth.
Extensions: a façade and a roof of their own¶
If your building has extensions, the textures panel shows the group "Extensions" — one row per extension with its color and a toggle. The head of the group shows how many extensions have a texture of their own.
- Toggle off — the extension takes over the textures of the main building: its walls the outer-wall texture, its roof the roof texture.
-
Toggle on — the row expands and shows two rows:
- Façade — the selection of the outer wall textures,
- Roof — the selection of the roof textures.
The two are independent of each other; "None" means smooth here as well.
The Roof row only appears if the extension has a roof of its own. If it runs along under the main roof, if it is a roof terrace or if it has "No roof", there is no roof part of its own that could be textured.
Only up to 1:99
The extension's own textures take effect at the individual-part scales. From 1:100 onwards the model is built monolithically: the extension merges into the floor body and its roof follows the roof texture of the main building.
Where the extension roof docks, the wall stays smooth
Where a wall continues above an extension roof, it stays free of relief in a narrow strip at the joint. The relief grows outwards and would otherwise use up exactly the clearance the roof needs to slot in. Only the joint itself is affected — eaves, verge and the roof overhang at the sides keep their texture.
Room-by-room flooring¶
Each room gets its own floor texture; terraces appear as their own rows ("Terrace 1", "Terrace 2" …). Rooms come into being when you divide a floor with interior walls — with no rooms, the note "No rooms yet" appears. Up to 120 entries are possible.
The room area covers all bodies of a floor: main building and extensions together, divided along the walls that actually stand. An extension with a passage therefore forms one room together with the main building, without a passage two. The numbering runs continuously across the whole floor plan. Courtyards are not room area and are left out.
A floor texture forces single-color
As soon as a room has a floor texture, the base plate and floor slab become single-color, and the separate flooring is locked.
Available textures¶
"None" (smooth) is additionally available in every category.
Outer wall¶
| Material | Textures |
|---|---|
| Stone | Natural stone masonry 2 · Natural stone masonry 3 · Ashlar masonry · Rubble stone masonry · Rubble stone masonry, red · Stone cladding, coarse · Stone cladding, fine · Rock face, overgrown |
| Brick | Exposed brickwork, large · Exposed brickwork, thin |
| Wood | Rhombus battens, vertical · Rhombus battens, horizontal · Clapboard siding · Log cabin · Board siding · Wood shingle facade |
| Metal | Trapezoidal sheet, vertical · Trapezoidal sheet, horizontal |
| Reed | Reed cladding |
Roof (and canopy)¶
| Material | Textures |
|---|---|
| Tile | Roman pantile · Flat tile · Beaver-tail tile · Double-trough pantile · Classic roof tiles · Mediterranean clay roof tiles |
| Wood | Wood shingles |
| Metal | Trapezoidal sheet, vertical · Trapezoidal sheet, horizontal |
| Reed | Thatched roof · Reed roof |
Floor and terrace¶
| Material | Textures |
|---|---|
| Stone | Paving, coarse · Paving, fine · Stone slabs · Concrete tiles · Tiles · Ashlar paving · Rubble stone paving · Rubble stone paving, red |
| Wood | Wooden floorboards · Herringbone parquet · Hexagonal parquet |
Doors¶
The coffered door is fitted to the leaf size, so the pattern sits completely on the leaf and a smooth frame remains all around. All other door textures are tiled like a wall surface and sit slightly shallower, so the relief does not cut through the thin leaf.
Flickering in the preview
Display glitches in the texture preview (flickering, pattern artifacts) are pure rendering effects — they're not present in the exported 3D model.